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Preliminary Analysis
Good HP, below average Physicals, Sp.Atk, and Speed, Great Sp.Def. Attack and Sp.Atk are equally usable. Decent Abilities - Insomnia blocks Sleep, Forewarn can help you scout, and Inner Focus is good for blocking Flinches from Fake Out. Tack on a bunch of passive offense via Status Effects and you've got a Psychic Type that's mediocre on offense, but an incredible Annoyer and Special Wall.

You Don't Say? I had no idea that a Choice Band Adamant Victini with maximum attack EVs and IVs that was baton passed +6 in attack and Skill Swapped Pure Power OHKO's Hasty Dry Skin Lvl 1 Paras with no defense EVs or IVs and -6 in defense under sun with a critical hit V-Create.

It's outclassed by another Dream Eater, (Musharna) who gets most of the same moves. Musharna has better bulk (Musharna has 116/85/95 compared to Hypno's 85/70/115, you tell me which is better,) a Recovery move (Even if it is Moonlight), and better Special Attack. (107 to 73)

Hypno does get Nasty Plot and Wish however... And it can kinda go Physical. Movepool is crap though.

Last edited by Monster Guy; 29th July 2012 at 4:15 PM.

I look like someone else, but I'm just me.
With you standing by my side, I won't be lonely.
I look like someone else, but I'm just me!
My name is Mimikyu, don't call me spooky!

Hypno is an oddity, statwise. Semi-respectable HP, great Special Defense, meh everything else. It's clearly meant to be a wall, though, and so here we are. Barrier is to beef up Hypno's Defense so it can take hits on both sides. Toxic cripples the foe with status. Foul Play is Hypno's only weapon against Taunt users, and can turn a powerful opponent's own Attack stat against itself, Hypno possessing little to no offensive capability itself. Protect allows Leftovers to do their thing, as it has no reliable forms of recovery.

This set makes use of Hypno's decent physical movepool by way of Meditate. The EVs and nature are to help it rely on its beefed up Defense and its natural special bulk to stay alive. Meditate boosts Hypno's Attack. Drain Punch is for coverage and HP restoration. Ice Punch and ThunderPunch make a physical counterpart to BoltBeam, though ThunderPunch can be nixed for Fire Punch if you live in fear of Shedinja.

A different take on the previous set, oriented towards special attacks instead. Nasty Plot boosts Special Attack. Psychic for STAB (can be replaced with Psyshock to handle the likes of Chansey and Blissey). Shadow Ball and Focus Blast for coverage.

Item and Ability were already explained.

Other options:
*There's the move Hypno is best known for- Hypnosis. Unfortunately, its accuracy makes it an iffy option, and Hypno has better status to afflict foes with anyway.
*Psycho Cut is a decent option on the Meditate set for STAB, but it doesn't help with coverage much.
*Hypno has access to Baton Pass, provided it's from XD, so while it can't have any Egg moves to go with its Baton Pass set, it does learn enough boosting moves on its own to be able to make a difference in BP chains.

Abilities:
*Insomnia: Hypno cannot fall asleep. A great Ability, its only drawback being that Hypno can't even induce sleep in itself via Rest, so there goes its best bet for recovery.
*Forewarn: Hypno alerts its trainer to its opponent's most powerful move. It sounds like a great Ability, and in fact it can really screw up some strategies that rely on the element of surprise, but the thing is, the opponent also sees when Forewarn activates, meaning you can't bluff Insomnia.
*Inner Focus: Hypno's Hidden Ability. Hypno cannot flinch. The "flinching" from Focus Punch doesn't count as flinching for the purpose of this Ability. A meh Ability in its own right, but never worth robbing Hypno of Insomnia. Could be useful for screwing over Fake Out users, but that's about it.

Partners:
Dual screen users are always welcome for our bulky little hypnotist here. Smashpassing to the Meditate or Nasty Plot set isn't a bad idea, but be sure to White Herb away the reductions to the defenses, given the bulky nature of the sets.

Counters:
Skarmory laughs off Foul Play, is immune to Toxic, and attacks Hypno at its weaker stat of Defense. It can also phaze it out with Whirlwind or Roar if Hypno starts setting up Barrier. The special set is walled by Chansey and Blissey unless Hypno carries Psyshock, and unless you're packing Fire Punch in the physical set, Shedinja is just a giant middle finger to you.

Firstly, this can be used on a Trick Room set.
Toxic, Protect and leftovers work well together.
Then Skill Swap can be used to pass on your now useless ability and get their better one. And Disable prevents too much being done to you.

When you first look at Hypno's stat spread, you'll see that it's unusual. It's highest stat is its base 115 Special Defense, while the rest of it's stats are below-average. While there are Pokemon with higher Special Defense stats in NU, it has something that they don't: Nasty Plot and Switcheroo. This allows it to be a potent Trick Room attacker. Unfortunately, Hypno is very outclassed by some of them. Mr. Mime has access to Nasty Plot, a slightly higher Special Defense stat, a higher Special Attack stat, and access to Trick. When using Hypno, try to keep this in mind. Otherwise, you're better off using Mr. Mime.

This is the best offensive set Hypno can muster. Psychic or Psyshock can be used, depending on whether you want power or to hit Specially Defensive Pokemon harder. Shadow Ball hits opposing Psychics, while Focus Blast hits Steels and Darks. Trick Room takes advantage of Hypno's low speed. In this case a quiet nature should be used. Baton Pass can be used over it to pass Nasty Plot boosts.

Wish is practically the only thing Hypno has over Mr. Mime. Maximum HP and Special Defense is used to extend Hypno's longevity. Thunder Wave or Toxic are good support moves in general, while Seismic Toss stops Hypno from being Taunt bait.

Other Options
Hypnosis is another support move, but is discouraged due to its poor accuracy. Hypno has access to taunt, which could be used on Trick Room sets, but is generally a wasted moveslot. Calm Mind is another move that can be Baton Passed, but is once again outclassed by Mr. Mime.

Counters
Skuntank walls everything Hypno has unless it has Focus Blast or Seismic Toss, and can Pursuit it as it switches out, or use Sucker Punch if it tries to attack.

When you first look at Hypno's stat spread, you'll see that it's unusual. It's highest stat is its base 115 Special Defense, while the rest of it's stats are below-average. While there are Pokemon with higher Special Defense stats in NU, it has something that they don't: Nasty Plot and Switcheroo. This allows it to be a potent Trick Room attacker. Unfortunately, Hypno is very outclassed by some of them. Mr. Mime has access to Nasty Plot, a slightly higher Special Defense stat, a higher Special Attack stat, and access to Trick. When using Hypno, try to keep this in mind. Otherwise, you're better off using Mr. Mime.

This is the best offensive set Hypno can muster. Psychic or Psyshock can be used, depending on whether you want power or to hit Specially Defensive Pokemon harder. Shadow Ball hits opposing Psychics, while Focus Blast hits Steels and Darks. Trick Room takes advantage of Hypno's low speed. In this case a quiet nature should be used. Baton Pass can be used over it to pass Nasty Plot boosts.

Wish is practically the only thing Hypno has over Mr. Mime. Maximum HP and Special Defense is used to extend Hypno's longevity. Thunder Wave or Toxic are good support moves in general, while Seismic Toss stops Hypno from being Taunt bait.

Other Options
Hypnosis is another support move, but is discouraged due to its poor accuracy. Hypno has access to taunt, which could be used on Trick Room sets, but is generally a wasted moveslot. Calm Mind is another move that can be Baton Passed, but is once again outclassed by Mr. Mime.

Counters
Skuntank walls everything Hypno has unless it has Focus Blast or Seismic Toss, and can Pursuit it as it switches out, or use Sucker Punch if it tries to attack.

This set can cripple a hand full of special walls with the proper move. Switcheroo can really screw up walls for the entire match, and unlike most users of it, Hypno is fairly bulky and usually isn't known to use choice items. Zen Headbutt is STAB and can help against Poison types that would otherwise wall this set. Focus Punch could catch something like a Registeel or Cryogonal on the switch for some nice damage. If you're not so good at prediction, you can always use Drain Punch which also comes with recovery. Your final move depends on what you want to hit. Ice Punch can murder Torterra and any Dragons with a 4x weakness to Ice, while Thunder Punch will give you an easier time against Slowbro and Slowking.

Last edited by Porgon-XYZ; 29th July 2012 at 7:31 PM.

Credit to FrostStorm for the banner; YOU ARE MAJESTIC FROSTSTORM

3DSFC: 4940 6396 1803

"Because I am the man... who made a typo in his own name while registering..."

Hypno's only niche is isomnia back in gen 2 when the special stat got splitted hypno got nerfed badly he is outclassed defensively by musharna which have the same pokemon classification the only 2 things hypno have over most psychic types is nasty plot (the only other NU pokemon with nasty plot are mr.mime and beheeyem) and isomnia but sadly even if he have some movepool his speed is dissapointing even in trick room beheeyem is better it have also nasty plot and have higher sp.attack .

hypno can barely find a niche it can counter jynx and tangela decently bein immune to sleep but that's not too much a sleep talk user could do the same thing.

Hypno's pokedex entries are creepypasta.

Originally Posted by Professor Oak

Only two things are infinite, the universe and the amount of zubat in caves, and I'm not sure about the former.

It's best used against Wall-style Pokemon. Switcheroo first, then Disable. The target recoils itself to death thanks to Struggle's 25% recoil. Psychic is for a STAB, Drain Punch / Recover for healing(although Drain Punch helps with Dark-types, but that doesn't really matter in the . It's pretty much a guaranteed kill. Just don't let this be the last person you send out.

Oh Hypno, Hypno, Hypno. What a pokemon you are. You are another one of those pokemon Gamefreak randomly dumped some good Special Defense onto, and then left. While Blissey and Jellicent are in OU thanks to this, you're stuck in NU, because you have nothing else good about you. You are nothing more than a gimmick Gamefreak wanted to implant in the early games; you can use Hypnosis to hypnotize your opponents into falling asleep, and have an ability preventing the same from happening to you. Problem is, Hypnosis has horrendous accuracy, and few other pokemon would really feel threatened enough to put you to sleep. Your Speed is mediocre at best, your offenses pathetic. Your move-pool isn't actually that bad (in fact, it's incredible!), and if there were more Fighting types in NU, I'm sure you would be popular. Alas, in a metagame where there are bigger and better Psychic types, some Ghost and Dark types, and almost no Fighting types, you are failing rather miserably. Even your abilities aren't that great. Frankly, you need better Attack or Special Attack to be good. It's sad that such a great move-pool is wasted on such a bad pokemon... TO THE ABILITIES!Forewarn: Tells you your opponents strongest attack. Not really that great, considering it isn't that hard to figure out an opponent''s move set since they're all on Smogon. I guess it could give you a slight advantage. Moving on.Insomnia: Prevents you from falling asleep. It's not bad, it just isn't that good either.Inner Focus (DW) Prevents flinching. Again, not bad, but not good either.

Just saying, I'm not going to put an ability for these move sets, since they don't really affect the move set, regardless of what you pick.

Shnergreeerguerghashnmrglerrrg
-Nasty Plot
-Psychic
-Shadow Ball
-Focus Blast/Hidden Power [Fighting]
Item: Life Orb
Ability: Whichever
EVs and Nature: Modest (+Sp. Atk, -Atk)
252 Hp/252 Sp. Atk/4 Sp. Def
The title is the sound I imagine a Hypno making. Anyway, Nasty Plot is to boost your Sp. Atk to powerful levels. Psychic, Shadow Ball, and the Fighting attack of your choice all have perfect coverage between them. The reason I have tow Fighting moves is for Accuracy over Power with Hidden Power.

Glurggnshneergubumbrrrrrrr
-Drain Punch
-Zen Headbutt
-Ice Punch
-Thunderpunch
Item: Choice Band
Ability: Whichever
EVs and Nature: Adamant (+Atk, -Sp. Atk)
252 Hp/252 Atk/4 Sp. Def
It sucks that Hypno doesn't have Swords Dance or even Bulk Up, since his physical move-pool is amazing. But we'll make do with what we have. Drain Punch is "healing" and an overall good attack. Zen Headbutt is excellent STAB, and Ice Punch and Thunderpunch have perfect coverage offensively. Choice Band is so he can do some damage at least.

Other Options
Using Calm Mind to boost your Special Defense is always an option over Nasty Plot.Baton Pass could be useful as well.
If you really want a support set, Toxic, Taunt, and Skill Swap are all options.Meditate is not recommended, but can be used to boost your Attack if you want.

Partners
Dark types are generally a problem, so consider using Fighting types to aid Hypno. Ghost types can be a problem, so Dark types as well. Bug types are annoying, so bring in a Fire type. Altogether, we want Machoke with Payback and Fire Punch.

Countering Hypno
Absol utterly destroys him. STAB Sucker Punch of any kind, really, is fatal to Hypno, thanks to his lackluster Defense stat. Bug types sort of wall him. Any Special wall walls him, really. He isn't that great, but don't let it set up too much, or it will be a problem.

Need an idea for what item to give it I was thinking a focus band so he has the chance to make the pokemon sleep and then take hp to heal up or gives it a chance to switch. Also he needs the help with defenses and speed